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radioKAOS

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Everything posted by radioKAOS

  1. Re: Japanese Literacy So how many points does this base form have to put into multiform to become the full language? Ok, Ok... kill me now.
  2. Re: Cell phones don't work underwater... OK, lots of good suggestions, but now I've had another thought on the issue. a) I'd like them to be physical objects. They don't need full communication, they only need to be able to summon the rest of the team. The crystal 'glows and hums' to let them know they're needed, and glows brighter/hums louder the closer they get to the crystal that put out the call, allowing them to 'follow their nose' to the scene. Fox, Yes, he's got a Mega-scale flight spell to get to the scene in time. Tempus, Lightray, others, I want it to be 'private' so that no one can just decode the signal or whatever, this is supposed to be magical. Yes Ghost Angel, the rules for Mind Link seem to confuse me too... I like the 'visible' idea a lot, thanks... Hugh, I don't mind the 'independent' so much on this, they are 'magic devices' that the character creates... and if he's out by 9 points eventually, I don't think it's that big of a deal. But yes, normally I don't allow that limitation. And the "does not provide mental awareness" is only allowed when the character does not get it from some other means, a limitation that isn't limiting is worth no points of course...
  3. Re: Cell phones don't work underwater... Wouldn't that be a 'group of specific minds' [those with a crystal]? I like the idea of the other PCs having to actually have their own crystal. The problem I was having building this was that exactly. From your build [and mine] it seems as though there is a crystal that provides a mind link between 8 people. Not that each of those people have to have their own crystal. The player in question wants to purchase the power, and I don't want to force the others to buy it.... What if he bought them as independent foci? What's the rule about having multiple foci, 5 pts per, right? How about this? 9 Mind Link , Human class of minds, Specific Group of Minds, Any distance, Multiple Foci x4, No LOS Needed (45 Active Points); Independent (-2), Only With Others Who Have Mind Link [Crystal] (-1), IIF Fragile Expendable (Difficult to obtain new Focus; -3/4), Does Not Provide Mental Awareness (-1/4) 0
  4. Re: I don't quite grok the Multiform rules. Perhaps I am shortsighted in this, but could you explain to me what problems it could possibly create? It's very 'in genre' for the good Doctor to be way outpowered by the other members of the team. When he transforms he's usually among the more powerful of the group [if not the most powerful], granted, but where's the fairness in that? I would think it would cause more problems allowing a 700pt multiform 'Hulk' character in a 350pt game than it would to scale it down and make Banner 210pts. Seems to me a 210pt 'Doctor' is a pretty useful character on his own. Well if that hasn't caused problems between players/characters in terms of balance, I don't know how you can possibly say that my idea would... I'm speaking of a difference of 0pts [for the highest point form] and 140pts [for the lower of the two]. 140pt difference vs. 350pt difference... *shrug*
  5. Re: The Cutting Edge SuperBase...what's in it? Great images for a base....
  6. So I need a solution for an aquatic character in my new game. He's a golden dragon looking 'demon' summoned to help the war effort by Japan's top Sorcerors back in the day... He is basically an aquatic Brick with a little magic thrown in for fun. Problem is this, he lives in the ocean. How do the other characters get ahold of him? The player suggests magical crystals with have mind link that he could give out to each of the players, allowing them to get ahold of him instantly. I like the concept, but how to make them cheaply? Build advice for this power? Thanks in advance.
  7. Re: I don't quite grok the Multiform rules. Maintaining balance, again, is the priority. It's fine with me if the lesser of the two is the base form, as long as the lesser has a point total max equal to the starting limit [350] minus the multiform cost [say 70, assuming no lims on it]. So Dr. Banner is worth 280pts, and must pay 70pts for The Hulk [leaving him with 210pts to build with]. The Hulk may be up to the campaign starting max [350], but may only add XP as Dr. Banner gets it, not any faster. That way the Hulk is equal to the rest of the group and Dr. Banner is a sidekick in comaprison. Granted, point wise this only works to start, but keeps the balance fine if Hulk is being kept equal to the other characters.
  8. Re: Overwhelming PRE attacks Actually yeah, take a limitation on the PRE -requires eye contact... [3 hexes range according to the book] You corner a punk, look into his eyes. He sees the damnation of a million burning souls, and collapses from fear... Add the Change Environment stuff and you're still 'in character' without breaking the game...
  9. Re: Overwhelming PRE attacks 70 total PRE in a 700pt Character whose schtick is FEAR is not overwhelmingly powerful. Would a 35 PRE be overwhelming in a 350pt game? A 70PRE in a 350pt game would be unbalancing for sure. Seems the real problem is that you don't think the concept works well at that level [700pts], in your game. Perhaps asking him to make a new character, not based on Fear, is your answer.
  10. Re: OCV Penalty on Powers If I were to respond here I would say...
  11. Re: A reason to play a 'straight' MA Yeah it certainly seems far enough out of balance to warrant a house rule. I personally like the 'DCs must take advantages into account' Rule. Of course then I also think that STR used in such a fashion should require buying the naked advantage for that as well... That seems only fair. The other thing to add maybe is having to buy the Weapon Element for each 'attack mode'. It's not a huge difference in points [+1pt/attack mode] but it makes sense really. Learning to Autofire your Offensive Strike is a heck of a lot different than learning to make your Spear Hand Armour Piercing, both of which are far different than a normal strike. I like the idea of being able to create Martial Attacks that have advantages. I've been fiddling with how to do that properly since 4th Ed. Of course, now that "Autofire Kick" and "Armour Piercing Spear Hand" are deadly and CHEAP.
  12. Re: Thoughts on using 1d20 instead of 3d6? Well, there is the point of whether that actually fits the concept of the character, and whether the GM would allow it or not. I mean, just because Spidey always wants to hit with his webshooters doesn't mean he actually has a +5OCV with them... that represents a LOT of training... professional sniper level type stuff. So with Spidey, he'll probably have a couple overall combat levels to show that he's been around 30 years [and barely aged a day!], but it's his DEX that really carries him through combat. And yes, he probably beats most people's CV by a significant amount. It's rare that he ever gets hit, and rare that he ever misses. The other thing is that if you do it, the GM will try to balance that out with the NPCs. Generally speaking you don't want more than a +/-4CV difference between combatants. As you point out, it gets boring if you always hit or always miss.
  13. Re: Thoughts on using 1d20 instead of 3d6? After all is said and done, I like d20 for what it is, and what it does. I like the feats system, and the skill system. I love HERO for what it does as well: give us the best Supers Roleplaying System I've found in my 16+ years of gaming Thanks Hero. and thanks d20. Kraig...
  14. Re: A reason to play a 'straight' MA Agreed we as players and Gms need to make sure balance is upheld. My point is that the ruling Presti gave keeps that balance rather nicely. I hope it becomes official, we'll see.
  15. Re: Telekinesis and Martial Arts Sweet, thanks everyone
  16. Re: Telekinesis and Martial Arts Thanks man, but I prefer to pay full price for an undamaged copy, not to mention I am not in good shape to be buying things over the internet I'll find one here... eventually...
  17. Re: Telekinesis and Martial Arts
  18. Re: Telekinesis and Martial Arts Ahh, sometimes it's warranted... Not to mention fun.
  19. Re: Telekinesis and Martial Arts Yeah, I could have gotten a 5E for $20, which I know is a steal, but I want that 5ER!!! Called a couple stores, one had it on the shelf, on sale! went there, it was gone... called more stores, no one has one in stock... Range penalties make total sense to me... though he has both an Aid and an Absorption that go into his TK [making him a powerhouse if he ever actually maxes out] So I would think some PSL vs. Range would be nice to have...
  20. Re: Telekinesis and Martial Arts Sweet, thanks, I am still working from 4th Ed, and it says no such thing under TK. I've been stopped at every turn of buying a 5ER lately! Again, same question though, does the character take range penalties then? I would assume so... And should the character have to make a fine manipulation roll in order to perform these moves, or is it just good enough that he has it?
  21. Re: Telekinesis and Martial Arts Sorry, to clarify, I meant which category of Martial Arts would it use, HtH or Ranged Martial Arts? Ok, assuming then that one can use 'HtH' martial arts moves with TK, does the character then take range penalties? I would assume so...
  22. Re: Thoughts on using 1d20 instead of 3d6? Well now you're just being silly. Taking 10= "When you are not in a rush and not being threatened or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10 (an average roll on a d20). For many relatively routine tasks, taking 10 results in a success." Taking 20 = "When you have plenty of time (generally 2 minutes for a skill that can normally be checked in 1 round), ans when the skill being attempted carries no penalty, you can take 20. Taking 20 represents you making multiple rolls, assuming that eventually you will roll a 20. Instead of rolling 1d20 for the skill check, calculate the result as if you had rolled a 20. Taking 20 means you keep trying until you get it right. Taking 20 takes twenty times as long as making a single check." Boy, both of those sure sound like "taking extra time" to me...
  23. Re: Half Phases for Fractional Speeds Rep'd. Consider it stolen.
  24. Re: A reason to play a 'straight' MA Saw that, thanks, anxiously awaiting his reply...
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